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Cairn engine2026.10.077 Oct 2026

Every milestone lands

PBR lighting and shadows, Lua scripting, physics, audio, prefabs, animation, UI, particles and export: the engine's milestones came together in one day, with a project hub and the first sample games.

The engine's milestones landed together this day, along with the first editor tools for making projects.

What's new

Rendering

  • PBR materials (metallic and roughness, as glTF has them) with point and spot lights, and image-based lighting from an HDR sky.
  • Cascaded shadow maps for the sun, and shadows for point and spot lights.
  • A depth prepass, ground-truth ambient occlusion, bloom and FXAA.

Scripting and the command interface

  • Lua 5.4 scripting, with play mode in the editor and hot reload: save a script while the game runs and the new code is in use at once.
  • An API reference generated from the bindings, so it cannot drift from the code.
  • Everything the editor does is also a text command. A headless editor, a command server and a CLI run them, which is how our tests build and play games.
  • Screenshots from any point of view, through a command.

Physics, input and audio

  • Physics on Jolt: rigid bodies, colliders, contact and trigger callbacks, shape casts and overlaps.
  • A character controller that walks up steps and slopes and pushes things.
  • Collision layers, mesh colliders, joints, and a debug view of every collider.
  • Input actions mapped to keys, buttons and sticks in the project file.
  • Audio with music and effects buses, 3D sound sources and control from scripts.

Prefabs, scenes and saves

  • Prefabs, with overrides, apply and revert.
  • Scene switching, additive loading and entities that persist across scenes.
  • Saved games and player settings.

Animation, UI and particles

  • Tweens from Lua.
  • Skeletons and clips imported from glTF, animator state machines and skinned meshes.
  • Particles, in-game UI, fonts and text in the world.

Editor

  • A project hub to make and open projects, with third-person and top-down shooter templates.
  • An asset browser with thumbnails. Files open in the program your system uses for them.
  • Click to select in the viewport, F to frame the selection, and assets dropped into the viewport land under the mouse.

Export and samples

  • Export a project as a standalone game: the runtime and one pack file, with no editor code inside.
  • Two sample games built only through commands: a 3D Tetris and a third-person coin level.

Fixed

  • A crash in the script bindings found while adding joints.

Known issues

  • Alpha blended materials draw as opaque until a sorted transparency pass exists.
  • Windows and Linux exports are untested.